SCS Blender Tools
UI redesign to Blender 2.8 (sub-panels, icon themes, panels moved to more appropriate tabs) New SCS Tools main menu; Simplified lighting setup using reference lighting by default, without extra climate profile; New caching system for libraries for instant start-up of Blender; Improved blender file save speeds, should be instant now.
Our games were made with ease-of-access in-mind for our players, to enable our creative community to make their ideas a reality. We wanted our players to explore their boundless imagination and experiment with the same tools that we have. Hence, we decided some years ago to bring to our community the ultimate toolchain for anyone willing to create content for our in-game worlds, and to create mods for our games. This set of tools supports the complete creation pipeline of any type of in-game items such as trucks, AI vehicles, models, prefabs (including support for all possible locators including AI traffic lines) and many other game assets found in both Euro Truck Simulator 2 and American Truck Simulator. What is possible is now only bound by our players’ creativity. We have been and will continue to constantly update this toolchain, making improvements based on the feedback from our community to make it easier for them to continue doing what they do best. This toolchain and its future updates will always remain free-of-charge.
For users
Wiki
Our Wiki knowledge base is probably the most important place for information on our SCS Blender Tools. There you will find the steps you need to take to begin using the tools. You can also find the download links for SCS Blender Tools. The source code is also freely available, which may prove quite interesting for the coders out there:
SCS Blender Tools
Our Wiki knowledge base is probably the most important place for information on our SCS Blender Tools. There you will find the steps you need to take to begin using the tools. You can also find the download links for SCS Blender Tools. The source code is also freely available, which may prove quite interesting for the coders out there:
SCS Blender Tools
Setting up Blender Tools Matt Sol Friday, May 12, 2017 Righty seems to be a lot of folks making the same mistakes me and a few others did trying to get BlenderTools working correctly. SCS Modding Wiki. Modding pages and documentation were moved to a dedicated modding wiki accessible through modding.scssoft.com. Archived modding page is still accessible here. 17 rows Feb 02, 2016 SCS Software Blender Tools are official modding tools for two famous. The import functionality can be found in Blender's import menu as SCS Game Object (.pim), which opens file browser dialog and enables user to import desired SCS Game Object. On the right side of the dialog one can set import options by his desire.
Forum
We have created a special forum branch, dedicated exclusively to providing support for the SCS Blender Tools. If you have found a bug within the toolchain, or have questions about them, or simply want to share your knowledge with others that are just getting started, this is the place to be. Our team will actively monitor the forums and provide guidance where and when needed. We will try to do our best to respond to your queries, but you may find that other forum users may provide more immediate support.
Forum Topic
We have created a special forum branch, dedicated exclusively to providing support for the SCS Blender Tools. If you have found a bug within the toolchain, or have questions about them, or simply want to share your knowledge with others that are just getting started, this is the place to be. Our team will actively monitor the forums and provide guidance where and when needed. We will try to do our best to respond to your queries, but you may find that other forum users may provide more immediate support.
Forum Topic
< Documentation | Tools
Firefox windows 10. Conversion tools are set of binaries used to convert mid-format files to binary format files which are used by the game.
In general you should convert your whole mod file system structure for in game usage using this tools including:any 3D assets exported with SCS Blender Tools, any definition files, sound files, map files etc.
- 1Download & Installation
Download
- LINK (v2.12) - ETS2 (1.37) & ATS (1.37)
- LINK (v2.10) - ETS2 (1.36) & ATS (1.36)
- LINK (v2.9) - ETS2 (1.36) & ATS (1.36)
- LINK (v2.8) - ETS2 (1.35) & ATS (1.35)
- LINK (v2.7) - ETS2 (1.32) & ATS (1.32)
- LINK (v2.6) - ETS2 (1.31) & ATS (1.31)
- LINK (v2.5) - ETS2 (1.30) & ATS (1.29)
- LINK (v2.4) - ETS2 (1.27 - 1.28) & ATS (1.6 - 1.28)
- LINK (v1.8) - ETS2 (1.27 and below) & ATS (1.5 and below)
Note: Old conversion tools compatible with ETS2 (up to v1.26), ATS (up to v1.5) also require older SCS Blender Tools versions up to v1.6.
Install
How Do You Install The Scs Blender Tools
To install conversion tools binaries simply extract ZIP package into folder somewhere on the PC where it can be found and read-write access is granted.
There are two options of usage for conversion tools:
Scs Blender Tools Install
- Use conversion tools from Blender
- First make sure you installed SCS Blender Tools see: Documentation/Tools/SCS Blender Tools/Installation
- Navigate to Conversion Helper panel in Output properties tab.
- Set Conversion Tools Path pointing to extracted conversion tools folder.
- Now conversion tools will be used when you will use operators of conversion helper (for more info see: Documentation/Tools/SCS Blender Tools/Conversion Helper).
- Use binaries directly (for advanced users)
- Direct usage of conversion tools is done from command line with execution of 'conversion_tools/convert.cmd' script. Running this script will take any mid-format resources founded in 'conversion_tools/base' folder, correctly convert them into binary format files and place them into 'conversion_tools/rsrc' folder.
- After completed conversion all the content will be in inside 'conversion_tools/rsrc/base/@cache'. To create a mod you can ZIP 'conversion_tools/rsrc/base/@cache' folder and place into the mod folder of the game as usual. In case of 'conversion_tools/extra_mount.txt' usage each entry from extra mount will have it's own converted folder entry inside 'conversion_tools/rsrc' So to pack a mod you will have to take result from each respective converted folder and put it together in same ZIP file (e.g. extra mount entry 'my_mod' will have conversion result in 'conversion_tools/rsrc/my_mod/@cache'.
Scs Blender Tools Export
Note: Usage of 'conversion_tools/extra_mount.txt' file with specified additional sibling folder paths of 'base' in each line of the file may also be used. This will cause conversion tools to mount all of the paths the same as 'conversion_tools/base' folder.
Note: If something goes wrong during the conversion, you can find additional information in conversion tools log file ('bin/win_x86/mass_convert.log').
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